That is a real export. The same single HTML file the editor builds for an ad network, animations and all — only the store redirect is held back.
Harvest It All – Field Grid
Six beds on a timer with four of them ripe, 1,240 coins waiting in the barn — and no timers to buy.
What this screen does
Four ripe plots is a harvest waiting to be collected. The card presents work already done and value already grown, so the tap is collection rather than commitment — the same framing the cashback card uses, applied to a farm.
The two beds still growing matter as much as the four that are ready. They establish that the farm continues after the harvest, which is what makes this a game to install rather than a single reward to claim.
'1,240 COINS WAITING IN THE BARN' quantifies it. A viewer who understands the genre reads that as meaningful progress; one who does not still reads it as a number with their name on it.
'Plays offline · No timers to buy' is the sharpest line on the card and a direct attack on the genre's reputation. Farming games are widely assumed to be energy-gated and monetised through waiting, and a player who has quit one over that will read this as the specific fix for the specific thing that annoyed them.
'a farm in five minutes' sets expectations for the first session — small, quick, finishable — which is the opposite of what a viewer fears from a management game.
Best for
- Farming, city-building and idle management games
- Casual titles competing against energy-gated incumbents
- Re-engagement for players with uncollected resources — the natural fit for this card
- Older and broader casual audiences, where offline play genuinely matters
- Markets with patchy connectivity, where 'plays offline' is a practical benefit rather than a philosophy
Making it yours
- Use your own crops, buildings and art style — the grid is a frame for your world, not a design in itself.
- Keep some plots growing. A fully ripe farm looks finished; a partly ripe one looks alive.
- Set the coin figure to something meaningful in your economy.
- Only claim offline play and no paid timers if both are true. This is the exact claim a sceptical player will test in the first session.
- Match the five-minute promise to a real first session.
- The pattern carries to any resource that accumulates while away: idle earnings, mailbox rewards, workshop output.
Next steps
Templates are a starting point, not a constraint. The documentation walks through changing one into your own ad and exporting it.
